Refactor rendering

This commit is contained in:
schmelczerandras 2020-07-30 13:28:10 +02:00
commit c892ca2d01

View file

@ -0,0 +1,49 @@
#version 300 es
precision mediump float;
vec3 rainbow(float level) {
float r = float(level <= 2.0) + float(level > 4.0) * 0.5;
float g = max(1.0 - abs(level - 2.0) * 0.5, 0.0);
float b = (1.0 - (level - 4.0) * 0.5) * float(level >= 4.0);
return vec3(r, g, b);
}
vec4 smoothRainbow(float x) {
float level1 = floor(x*6.0);
float level2 = min(6.0, floor(x*6.0) + 1.0);
vec3 a = rainbow(level1);
vec3 b = rainbow(level2);
return vec4(mix(a, b, fract(x*6.0)), 1.0);
}
uniform sampler2D distanceTexture;
uniform mat3 worldToDistanceUV;
uniform mat3 lightingScreenToWorld;
out vec4 fragmentColor;
uniform vec2 cursorPosition;
float getDistance(in vec2 targetUV, out vec3 color) {
vec4 values = texture(distanceTexture, targetUV);
color = values.rgb;
return values.a;
}
in vec2 worldCoordinates;
void main() {
vec2 targetUV = (vec3(worldCoordinates.xy, 1.0) * worldToDistanceUV).xy;
vec4 previous = texture(distanceTexture, targetUV);
//fragmentColor = smoothRainbow(previous.a);
fragmentColor = previous.a > 0.5 ? vec4(1.0, 1.0, 1.0, 1.0) : vec4(0.0, 0.0, 0.0, 1.0);
if (distance(worldCoordinates, cursorPosition) < 10.0) {
fragmentColor = vec4(1.0, 1.0, 0.0, 1.0);
}
}